RFHolloway

RFHolloway

Joined Member # 4137371
4 Posts 210 Replies 368 Reputation

[quote who="Ahroo" reply="20" id="2754037"] Quoting Hawawaa, reply 15 Well in my book 60s are average games, 70s are good games, 80s are excellent games, and 90+ is damn near perfect. But I don't care cause I know for a fact that we got tons of free updates rolling out to us so who cares. 61-75% is Fair "A decent effort that, but for a little more polish, coulda been a contender." 76-89% is Good "Enjoyable, well-ma

52 Replies 35,759 Views

As a contrast Wesnoth has a number of attacks, each with fixed damage (modified by resistances). The chance to hit is based on the defence of the unit targeted (which isa combination of the unit type and terrain) so an elf may have 4 hits doing 6 damage with a sword. If he targets a skeleton on open ground he may have a 20% resistance, and 40% defense. This then gives him 4 attcks with a chance to hit of 60% each doing 6*(100-20%) = 4.8 which would round to 5 <p

130 Replies 3,365,344 Views

Can I propose an alternative or related idea which requires slightly less changes to the basic flow, but may be a way of implimenting some of the changes above. Issue Currently speed is a major issue - picking up a short sword allows you to move quicker. There are significant speed levels that are far more advantageous (2.1 much better than 2.0) Proposal <

43 Replies 127,955 Views

[quote who="sicjake" reply="25" id="2740675"]"Elemental is not a game I recommend you buy. It's a game I recommend you watch." [/quote] Its not a game I recommend you buy to play, Its a game I recommend you buy to mod. Its not a story or an adventure, its a dungeon master's guide with a few ideas for monsters and spells thrown in at the back. Now lets get on with writing a few sourcebooks, a few adventures, and creating great stories.

140 Replies 493,887 Views

My understaning is that it is currently 1dN for attack less 1dN for defense, but my solution is simpler we use the system as it stands, but we just have multiple attacks in a turn - that will require an increase to base hitpoints - but that will acheive the same result (and is a much simpler fix)

130 Replies 3,365,344 Views

Can I propose an alternative or related idea which requires slightly less changes to the basic flow, but may be a way of implimenting some of the changes above. Issue Currently speed is a major issue - picking up a short sword allows you to move quicker. There are significant speed levels that are far more advantageous (2.1 much better than 2.0) Proposal Use a single action point resource (AP's) with a fixed amount per

15 Replies 59,713 Views

[quote who="MumbaCraft" reply="82" id="2737856"]This will also mean you can bring more troops to fight and hit single enemy. Right now yes, squads are overpowered. If it was squad of peasant with pitchforks... well ok that could be fine, but as soon as it's squad of dudes with some super hammer then it does break balance immediately. [/quote] yes OK higher concentration of troups means that you can get more hits on a single figur

101 Replies 859,287 Views

OK here is a simple idea to fix the overpowered nature of stacks. the stack is treated as 4 separate units. So on attack it will deal 4 separate attacks each soaked by the defense. On defense it will treat each attack with a single level of defense, but the HP loss will be capped to a single model. so no difference to having 4 models. (if you could track the HP separately so much the better, but total HP and total number of models would be fine) Why research the te

101 Replies 859,287 Views

Could probably also use this as a quick question thread i.e. where people ask short questions. This would save people creating lots of short threads over and over, and would help to compile the list of the comion questions. This might need a slight teak to the title e.g. adding " - ask short questionse here"

373 Replies 909,833 Views

[quote who="Gravedancer" reply="7" id="2736526"] quoting post “GET. OFF. THE. COMPUTER. NOW.” Too funny! I think most gamers have heard those 5 words many a time from their significant other. [/quote] not if you let them go to sleep first. Then you hear "And what time did you come to bed last night?" to which the correct response is "It can't have been much later than midnight, and was certainl

80 Replies 256,315 Views

[quote who="Telefrog" reply="41" id="2734034"]"Disappointed" is the closest poll option for me. Really, there should be a "I like it, and will stick with it because I know Stardock will do right by Elemental, but I can't really recommend it right now" option. [/quote] absolutely - except for modders who I would unreservedly recommend it to.

125 Replies 401,339 Views

Personally I am happy having bought the game - but i am a total strategy nut, and have been waiting for a good fantasy version of CIV for while. My advice would be - wait and review the changelogs and developer logs until you are happy. There you will get a sense of what they are fixing (and whethter that matters to you) and how quickly (very quickly). My comment is that currently it is on a par with Fall From Heaven 2 the last time I played it. The basics are all

73 Replies 33,076 Views

Also the city on the left icon list will be highlighted in yellow if it is not building or training so if you are playing with auto turn off then you shouldn't miss a city doing nothing.

6 Replies 2,806 Views

can create a city with a pioneer but nothing happens - name gets selected but nothing happens. The unit was part of a group when first trying to build the city, but separating it didn't seem to help. If the unit cant create a city you should be told before you pick the name, (and ideally told why)

2 Replies 4,195 Views

Infinite city sprawl is definitely an issue as it stands for the following reason Cities are net producers of resources (otherwise with one city people would have problems) The cost for building them is small (a single pioneer) There is no major downside for losing them. so a feasible strategy is to build as many pioneers as possible, and use each of these suburbs to produce peasants as quickly as possible.

19 Replies 67,934 Views

[quote who="fissure" reply="63" id="2725691"] quoting post I've noticed that the training time for units is ONLY dependant (so it would seem) on the number of units in the squad. Their equipment plays no role in how long it takes to train the units. I would think that producing 8 men armed with clubs would take considerable less time than training 8 men fashioned in full armor with shields and swords. This

80 Replies 283,722 Views

More help is needed - either a manual or tutorial doesn't matter to me. I missed the end turn button initially - it would be useful if it changed colour or sparkled once all the units had moved. Casting spells still escapes me - I couldn't work out how to summon a familiar or cast flatten land. The small spider is a different type and has a higher attack strength - not a particularly logical example for the walkthrough - could be covered by some verbal clue (The large spid

80 Replies 283,722 Views

Needs to cover basic concepts first - walk through the interface - what each tab does - command list (lucky guess that B builds a city) - reference for common tasks (equip weapons and armour etc.) - early strategy and opening moves (build the farm - build some housing, build the economy, early tech options) - how to do common things (attack , design a unit, build on a basic and special square in a city)

7 Replies 10,168 Views

book 1 is the tutorial (or so I have heard). The non campaign game should keep you busy for at least the same again - per game!

20 Replies 6,080 Views